Friday, August 5, 2016

Weird Adventures Quick Start Rules: Tools of the Trade


Last post gave us classes for Weird Adventures. Now let's give our adventurers some tools to make their lives a little easier.

Melee Weapons

Weapon
Damage
Cost
Unarmed
1d3
None
Knife
1d4
5
Baseball Bat
1d4
3
Sword
1d8
20
Spear
1d6
8

-Knives are concealable weapons that either give the Advantage when rolled against modified Stealth to sneak past obstacles such as guards.

Example: Trey's character carries a switchblade in his pocket and tries to sneak past a guard. The GM rules that Trey's current Stealth total of 4 is reduced by 1 because the guard is alert, so the new number is 3. Trey must roll a d6 that is 3 or under, but, because of the knife's concealable nature gets to roll 2d6 and take the better of the two results.

 -Sword includes machetes or other large hacking weapons.

-Spears have reach which might allow the character to attack a target at distance or be on guard to job at approaching target.

Ranged Weapons

The true tool of the trade.
Weapon
Damage
ROF
Range (Ft.)
Cost
Ammo Die
Revolver
1d8
1
Far
50
d6
Semi-Auto Pistol
1d6+1
2
Far
75
d6
Shotgun
3d4
1
Near
50
d8
Sub-machine Gun
1d8
2
Far
200
d10
Rifle
1d10+2
1
Distant
300
d8
Range: Ranges are taken from "The Black Hack" and are kept vague on purpose. The range categories go from closest to farthest: Close, Near, Far, Distant.

Shotgun: Shotguns are designed to deal damage up-close. When firing past its intended range of Near, a Shotgun's damage is reduced to d4 damage.

Sub-machine Gun: Sub-machine gun have two features that make them deadly. These are included below:

Burst: +2 Attack and Damage by firing a burst of bullets at a target.

Suppress: Sprays an area with bullets. Any target who is not underneath hard cover must make a Saving Throw for 1/2 damage. Sly characters may apply their +2 bonus as this is a reflex based test.

Ammo: Rather than counting rounds, a weapon has a die assigned to it that is rolled after every encounter the weapon is used. Die sizes go from d4 to d20. D4 represents weapons that do not carry a lot of ammo while d20 is something belt-fed that can seems like it can shoot for a long time.

Special abilities such as Burst or Suppress immediately test a weapon's ammo die.


Special Weapons

Weapon
Damage
ROF
Range
Cost
Ammo Die
Auto-Rifle
1d12
2
Far
600
d12
HMG
3d6
1
Distant
1,000
d20
Thrown Explosive
2d8
1
Near
50
-

Auto-Rifle: Auto-Rifles have Burst and Suppress modes, just like the SMG. Like the SMG, these abilities immediately test the weapon's ammo die.

HMG (Heavy Machine Gun): Can only be used with Burst or Suppress. Like the SMG, these two abilities immediately test the HMG's ammo die.

Explosive: Includes weapons ranging from throwing dynamite to grenades. All targets are struck and must save for 1/2 damage.

Armor

Armor
Protection
Cost
Leather Jacket
-2 [+2]
10
Reinforced Leather Jacket
-3 [+3]
100
Flak Jacket
-4 [+4]
200

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